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This is a major reworking of this transform. The old transform code was getting unwieldy, with part of the complication coming from the handling of multiple return statements. By generating a wrapper function instead, we can avoid a lot of this complexity. The original entry point function is stripped of all shader IO attributes (as well as `stage` and `workgroup_size`), but the body is left unmodified. A new entry point wrapper function is introduced which calls the original function, packing/unpacking the shader inputs as necessary, and propagates the result to the corresponding shader outputs. The new code has been refactored to use a state object with the different parts of the transform split into separate functions, which makes it much more manageable. Fixed: tint:1076 Bug: tint:920 Change-Id: I3490a0ea7a3509a4e198ce730e476516649d8d96 Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/60521 Auto-Submit: James Price <jrprice@google.com> Kokoro: Kokoro <noreply+kokoro@google.com> Commit-Queue: James Price <jrprice@google.com> Reviewed-by: Ben Clayton <bclayton@google.com>
90 lines
2.7 KiB
Plaintext
90 lines
2.7 KiB
Plaintext
#include <metal_stdlib>
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using namespace metal;
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struct buf0 {
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/* 0x0000 */ float one;
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};
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struct main_out {
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float4 x_GLF_color_1;
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};
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struct tint_symbol_1 {
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float4 x_GLF_color_1 [[color(0)]];
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};
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void main_1(constant buf0& x_8, thread float4* const tint_symbol_3, thread float4* const tint_symbol_4) {
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float2 a = 0.0f;
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float3 b = 0.0f;
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bool x_105 = false;
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bool x_111 = false;
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bool x_106_phi = false;
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bool x_112_phi = false;
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a = float2(1.0f, 1.0f);
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b = float3(0.0f, 0.0f, 0.0f);
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float const x_52 = (*(tint_symbol_3)).y;
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if ((int(x_52) < 40)) {
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b = float3(0.100000001f, 0.100000001f, 0.100000001f);
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} else {
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float const x_59 = (*(tint_symbol_3)).y;
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if ((int(x_59) < 60)) {
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b = float3(0.200000003f, 0.200000003f, 0.200000003f);
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} else {
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float const x_66 = (*(tint_symbol_3)).y;
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if ((x_66 < 80.0f)) {
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float const x_72 = a.x;
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float const x_74 = x_8.one;
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b = (cos((float3(x_72, x_72, x_72) + float3(x_74, x_74, x_74))) + float3(0.01f, 0.01f, 0.01f));
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} else {
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float const x_82 = (*(tint_symbol_3)).y;
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if ((int(x_82) < 100)) {
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float const x_89 = x_8.one;
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b = cos(float3(x_89, x_89, x_89));
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} else {
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float const x_93 = (*(tint_symbol_3)).y;
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if ((int(x_93) < 500)) {
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b = float3(0.540302277f, 0.540302277f, -0.99996084f);
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}
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}
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}
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}
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}
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float const x_99 = b.x;
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bool const x_100 = (x_99 < 1.019999981f);
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x_106_phi = x_100;
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if (x_100) {
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float const x_104 = b.y;
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x_105 = (x_104 < 1.019999981f);
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x_106_phi = x_105;
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}
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bool const x_106 = x_106_phi;
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x_112_phi = x_106;
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if (x_106) {
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float const x_110 = b.z;
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x_111 = (x_110 < 1.019999981f);
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x_112_phi = x_111;
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}
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bool const x_112 = x_112_phi;
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if (x_112) {
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*(tint_symbol_4) = float4(1.0f, 0.0f, 0.0f, 1.0f);
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} else {
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*(tint_symbol_4) = float4(0.0f, 0.0f, 0.0f, 0.0f);
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}
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return;
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}
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main_out tint_symbol_inner(constant buf0& x_8, float4 gl_FragCoord_param, thread float4* const tint_symbol_5, thread float4* const tint_symbol_6) {
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*(tint_symbol_5) = gl_FragCoord_param;
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main_1(x_8, tint_symbol_5, tint_symbol_6);
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main_out const tint_symbol_2 = {.x_GLF_color_1=*(tint_symbol_6)};
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return tint_symbol_2;
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}
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fragment tint_symbol_1 tint_symbol(float4 gl_FragCoord_param [[position]], constant buf0& x_8 [[buffer(0)]]) {
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thread float4 tint_symbol_7 = 0.0f;
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thread float4 tint_symbol_8 = 0.0f;
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main_out const inner_result = tint_symbol_inner(x_8, gl_FragCoord_param, &(tint_symbol_7), &(tint_symbol_8));
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tint_symbol_1 wrapper_result = {};
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wrapper_result.x_GLF_color_1 = inner_result.x_GLF_color_1;
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return wrapper_result;
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}
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